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Made in es
Fresh-Faced New User




Seeing GW don't release rules for them, and that I cannot find any other homebrew rules, I will dare to try it.

Trying to keep the balance and not make something broken, the point cost will be the one in the book for cheap horrors, and slightly lower for expensive flamers (as KT does for expensive models). As tactics, I have chosen some from the Thousand Sons, and others are adapted from auras, spells or other mechanics playable in 40K. I hope you like it and just to make it clear, every review, even if it is not positive, is going to be well received and very appreciated. So let's go!

KILL TEAM: DAEMONS OF TZEENTCH

HORRORS
(stats, and rules for "Coruscating flames" in the Daemons of Chaos 40K codex)

Wargear options:
- Blue Horros, Pink Horrors and the Iridiscent Horror can use Coruscating Flames as a shooting weapon.
- One Pink Horror can carry a Daemonic Icon
- One Pink Horror can carry an Instrument of Chaos

Abilities:
- Daemonic Icon: If an Horror is within 6" of the bearer, and rolls an unmodified 1 in a nerve test, it loses a flesh wound marker.
- Instrument of Chaos: Horrors within 6" of the bearer can add 1" to their advance and charge rolls.
- Magic Made Manifest: Every Horror is a Psyker and know the Psybolt psychic power. An horror can use one Psychic power per psychic phase, and can try to Deny the Witch once per Psychic phase. When they do so, they only roll a single D6. If a Pair of Brimmstone Horrors uses its psyker ability, it is put out of action right at the end of the action (right after rolling dice, or resolving the psychic power in case it was succesful).
- Ephemeral Daemons: Iridiscent Horrors and Pink Horrors have a 4+ invulnerable save, Blue Horrors have a 5+ invulnerable save, and a Pair of Brimstone Horrors have a 6+ invulnerable save.

Specialism:
- Leader (Iridiscent Horror only), Comms (Pink Horror with Instrument of Chaos only), Medic, Sniper.

Points:
Iridiscent Horror: 8 (0-1)
Pink Horror: 7
Blue Horror: 5
Pair of Brimmstone Horrors: 3
Daemonic Icon: 2
Instrument of Chaos: 3
Coruscating Flames: 0


FLAMERS
(stats and rules for "Flickering flames" in the Daemons of Chaos 40K codex)

Wargear options:
- Flamers and Pyrocasters can use Flickering Flames as a shooting weapon.

Abilities:
- Ephemeral Form: Flamers and Pyrocasters have a 4+ invulnerable save.

Specialism:
- Leader (Pyrocaster only), Demolitions, Veteran, Zealot.

Points:
Pyrocaster: 19 (0-1)
Flamer: 18 (0-3)
Flickering flames: 0


TACTICS:

- Division! (2CP): Use this tactic when a Pink/Iridiscent Horror in your kill team is taken out of action. Place 2 Blue Horrors within 2" of the slain model, and more than 2" away from enemy models. The slain model counts as out of action, and the new models count as alive models when cheking if your kill team is broken.
- More division! (1CP): Use this tactic when a Blue Horror in your kill team is taken out of action. Place a Pair of Brimmstone Horrors within 2" of the slain model, and more than 2" away from enemy models. The slain model counts as out of action, and the new model counts as alive model when cheking if your kill team is broken.
- Flickering warpflame (1CP): Use this tactic in the Shooting phase when you choose a model in your kill team to shoot with Flickering flames. It can roll two dice when determining the number of attacks and pick the highest result.
- Psychic might (1CP): Use this tactic in the Psychic phase before rolling a dice to cast a psychic power. Add 1 dice (to a maximum of 2D6) to the dice roll.







Once I test a bit more the commanders expansion, I will consider adding a Tzeentch herald and an Exalted Flamer.

This message was edited 8 times. Last update was at 2019/01/16 23:52:47


 
   
Made in us
Regular Dakkanaut




Savannah

I don't think anyone would have issue with you running this, but I did have a couple of notes.

To start, abilities that require a large unit size have simply vanished, for the most part, so Magical Horde would almost certainly have to go. A tactic that gives Assault 3 to the coruscating flames of horrors this round would be possible, but it's not something that they'd have stock.

Speaking of tactics, the restrictions on Flickering Warpflame and Locus of Tzeentch seem awfully harsh. That's a lot of CP to be investing for ~one bonus shot and +1 Str to it. I'd probably just have both be 1CP regardless of target (it's still only upgrading a flamer to a heavy flamer for one round) and drop the firing twice/combo-ing restrictions. Yes that means that they're better on a Flamer, but that's more an issue with Horrors than Flamers. Similarly, 2CP for the Glamour on a Flamer seems a bit steep, as you're only (partially) protecting a model worth about one fancy marine. Locus of Tzeentch should probably have a different name, too, now that Commanders are a thing and heralds will have an ability by that name as their aura tactic.

On the Flamer front, I'd say they should be more in the realm of 16 points, given that a warpflamer got a 11ish point reduction and a kombi-skorcha a 13 point reduction in Kill Team and a Flamer is basically a delivery system for a 12" -1 AP flamer that can't shoot after advancing (Pistol's a pretty terrible rule in KT). A bunch of Flamers flying around on difficult to access terrain could be annoying, but Tau can already do that, so it wouldn't be a new issue.

I think the specializations could also use tweaking, as there's no real reason to have a Combat Flamer. They're pretty atrocious at melee, so it'd be a waste. Zealot at least has some useful auras in it (enemy rerolling 6s, feel no pain/-1 to injury rolls, +1 leadership, etc.), even if you won't get much out of level one. Give them Veteran instead. Horrors could do with Heavy and Sniper, too, as the shooting specialist daemons might as well be specialized in shooting.

I'm also not seeing a reason to ever take Blue Horrors (besides for splitting Pinks when necessary), though this isn't anything you did, it's just what GW wrote. Why not pay two more points for better WS, BS, Str, Invul Save, and actually having a gun? Or save two points and get something that's easier to hide on an objective in the back while also not contributing? Brims can't really get much cheaper, so Blues either need a gun (and really, who's scared of a Str 2 gun?) or to be completely rewritten (the real choice, but not within KT's scope).
   
Made in es
Fresh-Faced New User




Thank you, I appreciate so much your feedback. And well argued, I agree with you in most points. Making changes.

EDIT: I removed 2 tactics, to simplify. Also as you said, locus of tzeentch is an aura from the tzeentch herald, and it will be coming at some point in the future.

This message was edited 1 time. Last update was at 2019/01/16 23:25:27


 
   
 
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